Eberron 5E

Our Party's First Trip to Flamekeep

The party collectively agreed to leave Korth as quickly as possible and meet with Rhegwherty to discuss what the next option should be.

Upon arriving in Rheghwherty's town, which looked more like a bustling city at this point, the party noticed that the devices they had helped secure in Korth were being placed around the city. They were also happy to find that their erstwhile party member Caswell was waiting to great them. Reghwerhty put them in touch with a "man or science" that he knew in the city to help them make contact with the worm. The visions of the future that worm spun spelled doom for the world. Though the worm was quite open to answering any and all questions regarding his plans, he also put a hurting on everyone in the party, bringing some near death when he finally ended the dialouge.

The party, confused about what the next best step was, decided to aid Drago in his quest, a veritable mission from God. Rhegwherty gave the party a means of passage to in Flamekeep via a smuggling ship, provided some members of the party with "proper" documentation, and told them to contact the archbishop Floggenbottom. The crossing went less than smoothly when the party discovered that not only were they way off course, but that the whole crew had dissapeared as well. The only sign of foul play was a small chip of metal on the ship's deck that seemed to belong to the warforged.

After beaching the ship and entering the city with no problems, they met with the Archbishop. He agreed to help the group with their quest to cleanse the church, in exchange for helping him smuggle some refugees out of Flamekeep.

The party is faced with a decision on what to do. The options include: holding off on getting more info on the worms and instead focusing on the Emerald Claw; going to Sharn to find an artificer who can help; going to Zilargo to find an artificer who can help.

Narissa summons Ripheus. Ripheus invites party to come with him. The party meets Aldric, the deathknight of a powerful lich. Aldric offers cooperation with the party in order to end the threat from the worms and bring the King back into the fold. Kay'ven and Drego refuse outright. Ripheus, Grakak, and Dr. Feelgood would like to hear them Aldric out. Most of the party leaves the conversation. Ripheus remains. Ripheus and Aldric discuss the threat and how to achieve his goals and the party's goals as well. Ripheus does not explicitly agree to cooperate with Aldric but does not refuse either.

Ripheus and Kay'ven argue about the possibility of helping the undead. Kay'ven disassociates himself from the Librarian. Kay'ven cannot, morally, aid any undead. He has shown a lot of compromise so far in how he interacts with some undead, but he cannot go so far as to help a powerful undead force achieve its goals. Ripheus is dismayed by the conversation due to Kay'ven's unwillingne/s to see the threat from the worms (acting as the Quor's interface into Khorvaire) as greater than the threat from any undead.

Dr. Feelgood and Grakak go to see the king. Dr. Feelgood informs the king about the conversation with Aldric. The king pays Dr. Feelgood an advance, and tells him to aid the party. The king reveals himself as a vampire, although Grakak believes the king to be a dragon.

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.